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Case animatronics 2 wiki
Case animatronics 2 wiki





case animatronics 2 wiki

On most of the cameras he goes to, he can be seen flipping off the camera. It is easy to tell when he is moving, as he will frequently yell his name.Ĭraig wil start in the principals office before moving, and can attack from the left doorway of the office. The player must quickly put on the Barbra Streisand mask as he’s sliding down, or else he will junpscare the player. After this, he will leave the room and go straight to the West Hall camera, where he will jump out of his wheelchair, and eventually slam into the big window in the office. He will start with his head hanging down, then he will look up, then he will move to a different part of the room while staring at the camera. Timmy will start on the Retard Campus camera (the classroom for handicapped kids). He will only leave if the player flashes the flashlight at him. Unlike Stan and Kyle, however, he will approach the player from the big window in the office, and cannot be warded off by the Barbra Streisand mask. He will start in the Fourth Grade Classroom camera before moving. He will start in the Fourth Grade Classroom camera before moving, and can attack the player from the right doorway of the office.Ĭartman is a rare animatronic.

case animatronics 2 wiki

He can attack the player from the left doorway of the office. He can go to more areas than the other animatronics. Like Kyle and Cartman, he starts the night in the Fourth Grade Classroom camera. Stan is a commonly encountered animatronic in the game. He will also alert the player of any new animatronics they must look out for. Phone Guy will call the player every night to give them tips on what to do. He is in charge of monitoring the animatronics and preventing them from reaching his office and killing him. The un-named security guard is the protagonist of the game. It also has some posters, like a Terrence and Phillip poster (which makes a farting sound when clicked on). It has two doorways on either side of the room, and a desk in the middle, with a big window behind it. It is where they must stay for the whole night while getting rid of any animatronics who try to kill them.

case animatronics 2 wiki

The office is the players main and only habitable location in the game. Visitors: Stan Craig)ĬAM 7- Retard Campus (Timmy's starting location) Visitors: Stan, Kyle, Cartman)ĬAM 5- Principals Office (Craig’s starting location)ĬAM 6- Kitchen (Tweek’s starting location. If you see an animatronic, you must lure them away using either the Flashlight, which has limited battery, or a Barbra Streisand mask that you have, which will make the animatronics think you’re nothing special and leave.ĬAM 1- Fourth Grade Classroom (Stan, Kyle and Cartman‘s starting location)ĬAM 2A- West Hall (Visitors: Stan, Craig, Timmy)ĬAM 2B- West Hall Corner (Visitors: Stan, Craig)ĬAM 3A- East Hall (Visitors: Kyle, Tweek)ĬAM 3B- East Hall Corner (Visitors: Kyle)ĬAM 4- Cafeteria (Butters starting location. There is also a big window in front of you where you can see certain animatronics. You have two doorways on the side of your office with lights that you can use to see the animatronics in case they get too close. You must use security cameras to watch over the animatronics throughout the building to see if they have moved or not. You play as a security guard inside an office located inside the museum. As the new night guard, your job is to watch over security cameras to make sure the animatronics don’t get into any funny business.Ĭan you survive five nights at South Park. Taking place years after the events of the show, South Park has been deconstructed to make room for a Walmart parking lot, and now a museum, called South Park Elementary Museum has been built, displaying animatronic versions of the schools former students and staff.







Case animatronics 2 wiki